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Daniel Tynan

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Everything posted by Daniel Tynan

  1. Hi, I'm doing something for production all in 3d-coat. however now that I have my detailed sculpt I went into the UV room to make nicer UV's than the Retopo room could make. . .My problem now is that whenever I go back to the Retopo room to bake the details from my sculpt for per pixel painting in the paint room. . it bakes those details onto the retopo UV layout which is not as good as the UV room layout. I've "applied UV's" in the retopo room and both UV maps show up in the paint room. However in the UV room you don't see a 2nd UV map from the retopo room. . If I could see both maps I'd attempt to copy the good one over the bad one. So why aren't these UV's syncing across the rooms? This has put a roadblock on my production path.
  2. Digiman, What export setting do you use to in SP to get your PBR materials into 3DC? At this point 3D-coat is definitely easier to use for stamps (decals) and freehand painting with more robust tools. SP seems good for getting the base material and the live Indie package gives access to tons of free PBR materials.
  3. If you are quick you can get Substance Indie package for a 25% discount today. (black friday in France). I took advantage of the sale to get the program. I was obliged to learn it at work for texturing props for a TV show. The biggest reason I bought the package for myself at home is I will have access to a huge load of materials and smart materials through their "Share" area on their website. . there are already hundreds of materials. Really hope 3DC will someday have a robust share library of PBR materials.
  4. I happen to be doing something similar to this challenge by making some characters from Alice in Wonderland. However I need to make them animateable. . not just sculpts. . so I won't meet the deadline. However I could post some WIP on characters.
  5. The plane carving tool for in Voxel sculpting could be VERY useful. .however it is tricky to use because you have to select 3 or 4 points on the surface and cross your fingers and hope the resulting plane will be where you want it and and the right angle. It would be MUCH easier to just have an actual preview. . semi transparent plane that you can rotate and move in any direction and get the perfect placement. and scale. . lock it and start carving away those planes. Anyone else agree?
  6. Thanks that answers a question I was asking on here recently.
  7. I also would really love to be able to use substance materials in 3D-Coat. I recently had to stop using 3D-coat at work because we had Substance Painter installed and had to create and share materials for the sake of consistency. 50 hours or so in Painter later. . I can say it is great for creating procedural based textures which can be shared, tweaked and reused. .and are small in size, fast and scaleable. However I miss the more developed painting, brushes and stenciling and import export options of 3D-Coat.
  8. Thanks for the replies. I am talking about the "Stamps" tab that used to be next to the "Stencils" tab. You used it similar to the way you used stencils but to stamp color images onto you model. Here is what it looked like: http://www.hostingpics.net/viewer.php?id=614641Capturede769cran20150607a768132550.jpg so looking at the link Carlosan sent me. . do I need to now create a new smart material and load up my image I want to stamp through one of the nodes in the smart material and then set mapping mode to "from camera"? This is a very different workflow from the old stamps tab where you would just create a new stamp and load up the image you want.
  9. The stamps tool is completely missing from 4.5 I looked very carefully through the popups menu and whole interface. .nowhere to be found. Has the name been changed? I guess I'll install 4.5.03 to see if it is in there. Need to use it to apply a decal image to my model for client. Thanks Daniel
  10. Thanks for the replies. Turns out the client is going to use Arnold renderer. . so until I get my hands on that plugin they will have to handle it. . but thanks for the suggestions. .yeah I'm using Maya 2015 which doesn't yet have PBR native support.
  11. I took a Blinn shader in Maya and assigned color to color, spec color to spec color and of course the normal tangent space map to bump. Now I still have a "Glossiness" export map which I don't know where to assign to since the Blinn shader only has spec settings and not glossy. Unless it should be assigned to reflection?? I'm getting closer but still not as good as the PBR preview in 3D-coat.
  12. What is the best way to export and set up "Smart Materials" texture to Maya with no PBR support? For example I have a metal object and want to get as close as I can to the beautiful PBR smartmaterials results that I see in 3D-coat. If someone could write a quick tutorial on this that would be awesome! For now I'm just going to have to experiment a lot in Maya to try and get same results. This is for production so it I don't have much time to experiment. Thanks! Daniel
  13. Hi, I'm creating some tileable road sections and in order to tile nicely, the UV shell should touch the edge of the UV space. Otherwise when you tile it, you will see some gaps. By default 3D-Coat always arranges shells with some space away from the edge. I can manually scale and move the shell but it is not very accurate. . .anways to snap edge of shell to edge of UV space or just automatically make it fill the UV space? Thanks! BTW the fact that the texture UV editor shows the UV's tiled automatically has been a big help in creating tileable UV! I like that feature.
  14. If USA want to put trade embargo's on "communist type governments" why don't they do that with China? I guess too much money is to be made and China funds US lifestyle through purchasing their debt bonds.
  15. Aleksey, if you are Australian you can go visit Cuba anytime. . We Canadians go there all the time and make up the main tourist market there. They won't stamp you passport with a Cuban stamp. They understand that big bad USA will make problems for you if they see a Cuban stamp in your passport. With ISIS and Taliban and Boko Haram and Russia and Iran, you'd think USA have bigger things to worry about than Cuba.
  16. I'm using the latest stable version of 3D-Coat. Regardless of what model I am working on. . the menus will not be accessable when I have color palette open. . everything else besides the color palette is frozen until I close the color palette. I do have an image open inside the palette to pick color from if that makes any difference. Thanks Daniel
  17. Thanks Javis, your a lifesaver! It's called "Apply to Whole Curve" and located at the very bottom of the curve menu. I had assumed it was some option for the curve profile. . since it looks like it is part of the profile submenu.
  18. Daniel Tynan

    3DCoat Alien

    Looks great! very realistic
  19. Hi, I'm using the great "Curves" tool to make rope in my game asset. I've saved a curve for a rope shape that I want to reuse with some tweaking on other parts of my object. Is there a way to move the laoded curve BEFORE hitting apply and creating the voxel shape? So far I've only been able to move individual control points on that curve, but no way to translate the whole curve with all it's control points. I know you can hit apply and move the voxel shape. . but I need to tweak the curve points once I find a way to move it into place.
  20. Hey Guys, I've got to finish a freelance modeling/texturing project today. I model the rocket in Maya and then bring into 3D-Coat for UV, and painting. It would save me a LOT of time if there was a way to isolate each of the many parts that make up my rocket. The rocket is not all one mesh. . it contains many sub-objects. I know that you can in Maya assign different materials to each component of your model. . which in 3D-coat can will result in several "objects" which can be hidden. . .however my rocket contains a hundred components so that would be way too time consuming. I know that 3D-coat is able to understand the different components that make up the total model. . because when I use the "paint fill" option. . it will not fill beyond the limits of each object in the model. So there must be a way to isolate those objects so that I don't have to accidentally paint on some part I don't want to. yes I know I could freeze out those parts I don't want to paint on . . by painting them with the freeze brush. but again. . that is way too time consuming. Need to finish this project today so I can enjoy my weekend. Thanks! Daniel
  21. I have to create flatshaded 3d objects for integration into 2D animated shows. . .so I slap on the 3d-coat Ambient Occlusion layer to get general shading in the absence of lighting. With the right amount of light and enough blurring I get good results and it saves me lot's of time from trying to paint in shadows. Real AO calculations would be great . but I'm happy with the AO simulation we have now for my projects.
  22. Daniel Tynan

    TATA-TATA-TA

    Definitely a showpiece for 3D-Coat. I sort of though 3d-coat voxel sculpting would not be great for accurate hardbody surface modeling, compared to poly modeling methods. . but this proves me wrong.
  23. I agree fully. I brought my license of 3D Coat to work once animation slowed down and started helping create CG props for some 2D shows and an app game. Most the people never heard of 3D-Coat but they see me using it and seem impressed. Unlike animation and FX and compositing packages. . which are studion and pipeline specific. . sculpt and paint packages are more flexible as long as you can get a professional result in time and export or import must be fully compatible with the major animation packages.
  24. Thanks Timmy. . yeah if smooth subdivisions don't exist in 3D-Coat I guess that would be something to add to the new feature wish list. I guess for now I'll just run the smooth mesh command in Maya on those parts and re-import into 3DC. By the way where is the subdivide tool for poly objects in 3DC? I only know about the subdivide command in the voxels room.
  25. If any of you are Maya users, you will know that when modeling you can press "3" in maya to go into smooth mode. if you had a simple cube it would become rounded into a ball unless you add in more edgeloops. It does not add poly's just smooths out existing angles. SO. . .how can I get the same effect in 3D-Coat with polygonal objects? (I'm not talking about voxels here) I'm asking because I want to smooth preview an object in 3D-Coat that I UV'ed and textured and use the render room too render it out in smoothed mode. Thank you, Daniel
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